The WebGLRenderingContext.depthRange() method of the WebGL API specifies the depth range mapping from normalized device coordinates to window or viewport coordinates.
void gl.depthRange(zNear, zFar);
zNearGLclampf specifying the mapping of the near clipping plane to window or viewport coordinates. Clamped to the range 0 to 1 and must be less than or equal to zFar. The default value is 0.
zFarGLclampf specifying the mapping of the far clipping plane to window or viewport coordinates. Clamped to the range 0 to 1. The default value is 1.
None.
gl.depthRange(0.2, 0.6);
To check the current depth range, query the DEPTH_RANGE constant which returns a Float32Array
gl.getParameter(gl.DEPTH_RANGE); // Float32Array[0.2, 0.6]
| Specification | Status | Comment |
|---|---|---|
| WebGL 1.0 The definition of 'depthRange' in that specification. | Recommendation | Initial definition. Unlike OpenGL, WebGL requires zNear and zFar values to be clamped to the range 0 to 1. Additionally, zNear must be less than or equal to zFar. |
| OpenGL ES 2.0 The definition of 'glDepthRangef' in that specification. | Standard | Man page of the OpenGL API. |
| Desktop | ||||||
|---|---|---|---|---|---|---|
| Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | |
| Basic support | 9 | 12 | 4 | 11 | 12 | 5.1 |
| Mobile | |||||||
|---|---|---|---|---|---|---|---|
| Android webview | Chrome for Android | Edge Mobile | Firefox for Android | Opera for Android | iOS Safari | Samsung Internet | |
| Basic support | Yes | 25 | Yes | Yes | 12 | 8.1 | Yes |
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https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/depthRange